“Every prayer is a question. The goddess only answers the ones worth asking.”
- Chapel Wall, Othamas
Cleric Prayercasting
A Cleric calls upon the power of the divine, and what answers reaches into the physical world as surely as any blade or working. For the broader shape of the craft - hearts, the cost a prayer asks of your own health, the day’s limits, the sleep that restores them, the pledging of a goddess - turn to the main Clerics article. What follows here concerns the prayers themselves, the holy answer to a Mystic‘s spellcraft.
The Manner of Prayer
Speak /pray <name> - tab-completion will suggest only what you already know, sparing you the need to recall an exact word. Take stock of what you know, your patron, and how many prayers remain to you today with /myprayers.
Remember always: reaching a Circle does not teach you the whole of it, and from the Third Circle onward, what waits for you depends upon the goddess to whom you’ve pledged. What follows is what’s possible to learn at each Circle - never guaranteed, and past the Third, never fully within your own choosing either.
Bind and Unbind - The Making of a Wand
Five prayers sit outside the Circle system entirely: every Cleric knows Bind, Unbind, Curecurse, Curedisease, and Cureblight from the moment they take their vows, and none of them ever draw upon the day’s strength - no Circle required, no prayers spent.
/pray bind <prayername>, spoken while holding any object, turns that object into a vessel for the prayer you name - a right-click thereafter calls it forth without a word needing to be spoken. A stick, a stray bone, whatever rests in your hand: if the prayer is already yours, it may be bound. /pray unbind frees whatever was bound to the object in your hand, that it might be bound anew to something else.
Binding teaches nothing new - the prayer must already be yours, earned by a Circle’s roll, before an object can be made to carry it.
First Circle - Basic Support / Minor Afflictions
Heal - direct and immediate restoration, and it clears a broken bone, bleeding, or dizziness besides, should you carry one - a Cleric’s single answer to everything a Bandage treats. It answers on yourself too -
/pray heal self- so no Cleric is ever left needing another simply to mend their own hurts. The prayer every Cleric leans upon first.Food - restores hunger on the spot. Unglamorous, and always worth having.
Clarity - wraps you in a ward of stored vitality, a shield against harm held in reserve.
Blind - steals a target’s sight for a moment. A cheap trick for buying an opening.
Haze - disorients a target, muddling their senses without laying them low outright.
Cripple - saps a target’s strength or speed - a slow, wearing affliction rather than a hard stop.
Second Circle - Moderate Buffs / Damage
Prayer - blesses an ally with steady regeneration, lifting them however the moment demands.
Lifewalk - flowers bloom in your footsteps as you walk. Purely a beauty, with no restorative power behind it.
Armor - a temporary ward, the difference between a blow that wounds and one that simply doesn’t.
Pain - direct, offensive harm. Not every prayer is a gentle one.
Poison - a lingering toxin laid upon a target, wearing them down as time passes.
Disarm - knocks the weapon clean from a target’s grip. Sudden, and often decisive.
Third Circle - Extended Benefits / Significant Damage
Gills - lets you breathe water as easily as air.
Haste - quickens a target’s hands, hurrying whatever work they’re about.
Reach - lengthens, for a time, how far your hand and blade may go.
Combust - sets a target alight - simple, and it goes on burning long after you’ve moved on.
Drainlife - tears vitality from a target and hands it straight back to you. Harm and healing drawn in the very same breath.
Confuse Monsters - turns nearby hostile creatures upon one another, rather than upon you.
Sober - clears the head at once, driving out drink entirely.
Fourth Circle - Sustained Protection / Crowd Control
Carpet - conjures a surface beneath your feet, turning empty air into ground you may stand upon.
Frostwalk - freezes water to solid ice with every step, letting you cross what would otherwise stop you cold.
Empower - strengthens yourself, so that your own prayers strike harder for a time. Yourself only - it cannot be cast upon another.
Entomb - seals a target in solid stone, boxing them in precisely when you need them stopped.
Levitate - lifts a target clean off the ground.
Forcepush - a sudden, sharp knockback.
Causecurse - lays a curse upon a target, the offensive inverse of Curecurse.
Causedisease - inflicts a target with sickness, the offensive inverse of Curedisease.
Fifth Circle - Strong Utility / Major Damage-Control
Lilywalk - cross water’s surface as though it were solid earth.
Invulnerability - a window of true immunity to harm. Rare, and worth holding in reserve for the moment you truly need it.
Invisibility - renders you unseen for as long as you can sustain it - the barest blow ends it at once, a tool for avoiding a fight, not surviving one.
Lightning - calls a bolt down upon a target from on high. Dramatic, and it strikes just as it looks.
Firenova - a burst of flame radiating outward, catching all who stand too near.
Geyser - hurls you, or your target, skyward on a sudden column of force.
Sixth Circle - Powerful Effects
Forcebomb - a burst of raw force spread across an area, catching everyone caught within.
Freeze - holds a target fast where it stands, cold and simple.
Minion - summons something to stand at your side in a fight. You are no longer alone once this is called.
Sanctuary - floods the ground around you with steady healing the instant it is cast, granting everyone caught in the burst regeneration for a while.
Seventh Circle - Devastating
Explode - a true explosion called down upon your target, the heaviest single blow a Cleric may call down.
Forcetoss - hurls a target bodily through the air.
Apotheosis - a Cleric’s capstone: a brief, powerful transformation into something well beyond the usual limits of the flesh.
Soulrend - tears directly at what a target is, rather than merely what they carry. The last word in an argument, and rarely spoken gently.
Prayers by Goddess (Third Circle and Beyond)
The First and Second Circles roll from one shared pool - every Cleric has an equal claim upon Heal, Blind, Prayer, Disarm, and the rest, pledged or not. The Third Circle changes this: once a patron is chosen with /pledge, every prayer from that Circle onward must belong to her domain, and to no other. Here is how that domain falls, goddess by goddess.
Voppe, Goddess of Life - healing and sustenance; her prayers mend, protect, and empower.
Third Circle: Gills, Haste
Fourth Circle: Carpet, Frostwalk, Empower
Fifth Circle: Lilywalk, Invulnerability
Sixth Circle: Sanctuary
Seventh Circle: Apotheosis
Bilile, Goddess of Death - decay and shadow; her prayers curse, drain, and afflict.
Third Circle: Combust, Drainlife
Fourth Circle: Entomb, Causecurse, Causedisease
Fifth Circle: Lightning
Sixth Circle: Minion
Seventh Circle: Soulrend
Krathk, Goddess of War - storm and battle; her prayers strike, hurl, and command the elements.
Third Circle: Reach, Confuse Monsters
Fourth Circle: Levitate, Forcepush
Fifth Circle: Invisibility, Firenova, Geyser
Sixth Circle: Forcebomb, Freeze
Seventh Circle: Explode, Forcetoss
SEE ALSO
